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3D引擎中多層地形實時渲染及場景調(diào)度算法研究與實現(xiàn)

發(fā)布時間:2018-10-22 14:35
【摘要】: 隨著計算機軟硬件技術(shù)的不斷發(fā)展,三維圖形引擎也慢慢成為了計算機圖形學(xué)研究的主要內(nèi)容。三維圖形引擎在虛擬現(xiàn)實、數(shù)字城市、影視廣告、計算機輔助設(shè)計和科學(xué)計算可視化等各個方面起著十分重要的作用。通過三維圖形引擎我們可以逼真地模擬人在自然環(huán)境中視覺、聽覺及運動等。一個完整功能強大的三維圖形引擎融合了計算機圖形學(xué)、多媒體技術(shù)、人工智能、人機接口技術(shù)、數(shù)字圖像處理、網(wǎng)絡(luò)技術(shù)、傳感器技術(shù)以及高度并行的實時計算技術(shù)等多個信息技術(shù)分支。 對此,本文從國內(nèi)外的研究現(xiàn)狀出發(fā)。對地形的幾何建模和光學(xué)建模進行深入研究,并且在大規(guī)模場景的數(shù)據(jù)調(diào)度進行改進。從而給出大規(guī)模地形實時渲染的步驟和大規(guī)模場景數(shù)據(jù)調(diào)度的優(yōu)化算法。 在大規(guī)模地形的渲染處理中,使用了基于組件式的多層地形算法。通過組件式的地形,我們可以將地形表現(xiàn)的更加的豐富。此外,組件式地形也是本文提出的多層地形渲染算法和LRU數(shù)據(jù)加載算法很重要的基礎(chǔ)。組件式地形算法的效率將會直接影響到后面兩個核心算法的效率。在組件式地形算法的基礎(chǔ)上,通過多層地形算法,實現(xiàn)地形的多種精細程度,從而更加真實的模擬現(xiàn)實世界。同時避免了LOD算法消耗很高的問題,在保證真實性的情況下,減少各種消耗。 多層地形算法雖然降低了開銷,但是卻增加了內(nèi)存消耗。簡單說來就是通過空間來換取效率,為了減少空間消耗的影響,因此本文的第二個核心算法是LRU的數(shù)據(jù)加載。通過LRU算法可以盡最大可能的減少空間消耗的弊端。 在大規(guī)模場景的數(shù)據(jù)調(diào)度中,使用了基于LRU算法原理的數(shù)據(jù)調(diào)度算法。通過本文的算法,可以實現(xiàn)大規(guī)模場景的數(shù)據(jù)調(diào)度,同時還不需要擔心由于內(nèi)存大小對場景的限制,從而保證大規(guī)模場景中數(shù)據(jù)處理的流暢性。 此外,通過原創(chuàng)的三維圖形引擎來實現(xiàn)本文的算法,從而證實算法的可行性。根據(jù)實驗的結(jié)果說明算法能夠很好的滿足三維漫游的需求。 最后,在本文算法的基礎(chǔ)上提出改進意見和進一步的展望。
[Abstract]:With the development of computer software and hardware technology, 3D graphics engine has become the main content of computer graphics research. 3D graphics engine plays a very important role in virtual reality, digital city, video advertising, computer aided design and visualization of scientific calculation and so on. Through the 3D graphics engine, we can simulate human vision, hearing and motion in the natural environment. A fully functional 3D graphics engine combines computer graphics, multimedia technology, artificial intelligence, man-machine interface technology, digital image processing, network technology, Sensor technology and high-parallel real-time computing technology and other information technology branches. In view of this, this article proceeds from the domestic and foreign research present situation. The geometric modeling and optical modeling of terrain are studied, and the data scheduling of large-scale scene is improved. The steps of real-time rendering of large-scale terrain and the optimization algorithm of data scheduling for large-scale scene are presented. In the rendering of large scale terrain, a multi-layer terrain algorithm based on component is used. Through the component of the terrain, we can be more rich terrain performance. In addition, the component terrain is also an important foundation of the multilayer terrain rendering algorithm and the LRU data loading algorithm proposed in this paper. The efficiency of component terrain algorithm will directly affect the efficiency of the latter two core algorithms. On the basis of the component terrain algorithm, the multi-layer terrain algorithm is used to realize the various degree of fineness of the terrain, so as to simulate the real world more truthfully. At the same time, the problem of high consumption of LOD algorithm is avoided, and all kinds of consumption are reduced under the condition of ensuring authenticity. Although the multilayer terrain algorithm reduces the overhead, it increases the memory consumption. In order to reduce the effect of space consumption, the second core algorithm of this paper is LRU data loading. The LRU algorithm can reduce the disadvantages of space consumption as much as possible. The data scheduling algorithm based on LRU algorithm is used in large scale scene data scheduling. The algorithm in this paper can realize the data scheduling of large-scale scene without worrying about the limitation of memory size on the scene so as to ensure the smoothness of data processing in large-scale scene. In addition, the algorithm is realized by the original 3D graphics engine, which proves the feasibility of the algorithm. The experimental results show that the algorithm can meet the needs of 3D roaming. Finally, on the basis of the algorithm proposed in this paper, suggestions and further prospects.
【學(xué)位授予單位】:電子科技大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2009
【分類號】:TP391.41

【引證文獻】

相關(guān)碩士學(xué)位論文 前3條

1 栗超;一種三維可視化系統(tǒng)的優(yōu)化策略[D];燕山大學(xué);2012年

2 梁雅港;火星探測任務(wù)三維仿真關(guān)鍵技術(shù)研究[D];解放軍信息工程大學(xué);2011年

3 鐘鳴;三維場景的渲染技術(shù)研究與實現(xiàn)[D];武漢理工大學(xué);2012年



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